Max Payne Interview
2:05 PM | Andy Largent | Comment on this story
The German site MP Zone has translated an interview with members of the team from Remedy about their work on the upcoming shooter Max Payne. The chat covers topics such as their inspirations for the game, the difficulties of a four-year development cycle, and the trouble of developing your own graphics engine. Max Payne is set in New York, and you take on the alter ego of an undercover cop running from both the mob and the law. It's a third-person shooter, but other special features like 'bullet time' will allow you to slow down the environment to get out of sticky situations. Much has been made of this game's action movie/John Woo-like visuals, so here's a clip explaining more:
Q:There are a lot of (action)movielike elements in Max Payne. Does the game work as a bridge between games and movies, or is one of the games goals to bring the depth of a movie's story to the world of games, where the lack of a proper story is common?The rest of the interview is worth a read if you're excited that MacSoft will be bringing this fast-paced title to the Mac. While development has yet to begin on the port, we'll hopefully bring you more details on any progress in the near future.
Max Payne Interview
A:Storytelling is one of the reasons we wanted to do things movie-like. In our team there are a lot of gamers who are fed up with missing and/or lacking storylines. In Max Payne, we try to tell one story as good as possible. Another one of the reasons is movielike effects and camera-action. They aren't common in games and they help to create a meaningful experience for the player.
The main idea in development has been the thought of wanting to awaken different feelings in the players(fear, anxiety etc.) like a movie might do. The style has been mostly film noir. We've also taken influence from John Woo's movies and other movies, like the Matrix.
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